Re: Mia architectural highlights, bug?
did a quick test, didn't really help thought. We are using another solution right now which includes the old but wonderful Lume Metal shader :) /stefan On Fri, Feb 15, 2013 at 9:24 AM, Stefan Andersson sander...@gmail.comwrote: we have actually 1 point light, the rest are area lights. So, mia not compatible with point lights? /s On Fri, Feb 15, 2013 at 8:42 AM, Amaan Akram xsil...@warpedspace.orgwrote: do you have any point or distant lights? On 15 February 2013 07:30, Stefan Andersson sander...@gmail.com wrote: So it's been years since I had to use mental ray in production... Now two weeks into the production we are seeing a lot of highlight artifacts in the renders, which doesn't appear if you use some other shader than Mia. A quick google search and it seems that other have this problem too. So, any mental ray ninja tips for someone that is about to throw the computer out of the window? Regards Stefan -- 3D Artist/TD @ The Mill, London http://www.amaanakram.com -- *Stefan Andersson | Digital Janitor* blog http://sanders3d.wordpress.com | showreelhttp://vimeo.com/sanders3d| twitter http://twitter.com/sanders3d | LinkedInhttp://www.linkedin.com/in/sanders3d| cell: +46-73-6268850 | skype:sanders3d -- *Stefan Andersson | Digital Janitor* blog http://sanders3d.wordpress.com | showreelhttp://vimeo.com/sanders3d| twitter http://twitter.com/sanders3d | LinkedInhttp://www.linkedin.com/in/sanders3d| cell: +46-73-6268850 | skype:sanders3d
Re: Mia architectural highlights, bug?
It seems like the infamous burned highlights problem which occurs when you are lighting with IBL and normal lights. When you are using the already mentioned Advanced MIA material you have to activate Clamp Maximum for HDR rendering at the bottom of the Optimization Tab and set to something reasonable like 1.2 or so. So the highlights are clamped and don't burn out. Another option is to tweak the Highlight vs Reflection Balance on the Additional Options Tab and set it to a very low value like 0.1 or less. Generally it's a good idea to deactive the specular contribution off the lights if your lighting with IBL. Cheers, Stephan.
Re: Mia architectural highlights, bug?
Anisotropic uv set to *none* in the arch shader? Can cause weird reflections sometimes. per 2013/2/15 Stephan Hempel elh...@gmail.com It seems like the infamous burned highlights problem which occurs when you are lighting with IBL and normal lights. When you are using the already mentioned Advanced MIA material you have to activate Clamp Maximum for HDR rendering at the bottom of the Optimization Tab and set to something reasonable like 1.2 or so. So the highlights are clamped and don't burn out. Another option is to tweak the Highlight vs Reflection Balance on the Additional Options Tab and set it to a very low value like 0.1 or less. Generally it's a good idea to deactive the specular contribution off the lights if your lighting with IBL. Cheers, Stephan.
Re: Mia architectural highlights, bug?
yep,all the tricks in the book are applied :) still fails. but we solved it with another shader and ofcourse some longer render times:) beer next week per? /s On Fri, Feb 15, 2013 at 12:15 PM, Per Bergstén per.bergs...@gmail.comwrote: Anisotropic uv set to *none* in the arch shader? Can cause weird reflections sometimes. per 2013/2/15 Stephan Hempel elh...@gmail.com It seems like the infamous burned highlights problem which occurs when you are lighting with IBL and normal lights. When you are using the already mentioned Advanced MIA material you have to activate Clamp Maximum for HDR rendering at the bottom of the Optimization Tab and set to something reasonable like 1.2 or so. So the highlights are clamped and don't burn out. Another option is to tweak the Highlight vs Reflection Balance on the Additional Options Tab and set it to a very low value like 0.1 or less. Generally it's a good idea to deactive the specular contribution off the lights if your lighting with IBL. Cheers, Stephan. -- *Stefan Andersson | Digital Janitor* blog http://sanders3d.wordpress.com | showreelhttp://vimeo.com/sanders3d| twitter http://twitter.com/sanders3d | LinkedInhttp://www.linkedin.com/in/sanders3d| cell: +46-73-6268850 | skype:sanders3d
Re: Softimage keeps locking up when changing point values in the AE
Should be public knowledge by now that the Animation Editor renders the curves via mental ray ;) sorry, couldn't resist... /s On Thu, Feb 14, 2013 at 4:18 PM, Stephen Blair stephenrbl...@gmail.comwrote: Are you using a third-party renderer? Then yes, this has been seen before. On 14/02/2013 10:05 AM, Rob Wuijster wrote: Hi all, All of a sudden SI2013SP1 locks up when changing numerical values on a point in the AE. Moving points on a curve manually, and changing handles isn't an issue. Anyone seen this before? -- Rob \/-\/\/ -- *Stefan Andersson | Digital Janitor* blog http://sanders3d.wordpress.com | showreelhttp://vimeo.com/sanders3d| twitter http://twitter.com/sanders3d | LinkedInhttp://www.linkedin.com/in/sanders3d| cell: +46-73-6268850 | skype:sanders3d
RE: Octane render
Since we comparing gpu to cpu renderers. let the cpu renderer use at least all cores we can throw at them :) 4 satellite nodes (8cores each) and 1 workstation 6core. mentalray 3.8 16 min per frame+ 5 min irradiance precalc. Way to go, octane! ;) http://www.imagefront.de/tmp/classroom_mentalray3_8.png Shading, lighting and tweaking took me much longer than 30 minutes but I'm on 2011. No unified sampling and I also had some crashes with satellites that seems to be fixed in newer version of mr. I guess the rendertime on just the workstation would be around 1hour. The workstation is faster than the nodes on the farm and there is also some network overhead when using satellite rendering but anyway, rendertimes aren't bad. I always liked mental ray. cheers, sven
Re: Octane render
On Fri, Feb 15, 2013 at 6:45 AM, Arvid Björn arvidbj...@gmail.com wrote: Sure, use unified sampling, min 1, max 100, quality 2 (in this case), enable FG (default settings in this case), 16px tilesize, spiral pattern. Use Architectural material on everything, set all samples everywhere to 1. Enable AO in Architectural, set AO shadow color to black. Hi Arvid -- Why tile size 16? I ask because I often use this setting (all the time for previews, often for renders) in order to minimize the amount of idle proc time while the last couple buckets finish, but have been told lately that it's actually a time-waster since the renderer has to resample all the bucket edges. I'm not sure which helps/hurts more, although I guess maybe there'd be a way to figure out a rule of thumb based on bucket time vs. number of cores...
Re: Octane render
Thats a nice one Steven, did you use FG or irradiance particles? From: Sven Constable Sent: Friday, February 15, 2013 1:09 PM To: softimage@listproc.autodesk.com Subject: RE: Octane render Since we comparing gpu to cpu renderers… let the cpu renderer use at least all cores we can throw at them :) 4 satellite nodes (8cores each) and 1 workstation 6core. mentalray 3.8 16 min per frame+ 5 min irradiance precalc. Way to go, octane! ;) http://www.imagefront.de/tmp/classroom_mentalray3_8.png Shading, lighting and tweaking took me much longer than 30 minutes but I'm on 2011. No unified sampling and I also had some crashes with satellites that seems to be fixed in newer version of mr. I guess the rendertime on just the workstation would be around 1hour. The workstation is faster than the nodes on the farm and there is also some network overhead when using satellite rendering but anyway, rendertimes aren't bad. I always liked mental ray. cheers, sven
Re: Octane render
You took the word rendertweaking to a whole new level to get your rendertimes down ;-) Not as realistic as the unbiased renders I think, but very nice results. I'd be curious to see an actual rendertime on a single workstation with a decent CPU. - Ronald On 2/15/2013 13:09, Sven Constable wrote: Since we comparing gpu to cpu renderers... let the cpu renderer use at least all cores we can throw at them :) 4 satellite nodes (8cores each) and 1 workstation 6core. mentalray 3.8 16 min per frame+ 5 min irradiance precalc. Way to go, octane! ;) http://www.imagefront.de/tmp/classroom_mentalray3_8.png Shading, lighting and tweaking took me much longer than 30 minutes but I'm on 2011. No unified sampling and I also had some crashes with satellites that seems to be fixed in newer version of mr. I guess the rendertime on just the workstation would be around 1hour. The workstation is faster than the nodes on the farm and there is also some network overhead when using satellite rendering but anyway, rendertimes aren't bad. I always liked mental ray. cheers, sven
Re: Mia architectural highlights, bug?
Sounds good! Not the rendering bit thou! Låt oss höras nästa vecka och bestämma en dag! trevlig helg! 2013/2/15 Stefan Andersson sander...@gmail.com yep,all the tricks in the book are applied :) still fails. but we solved it with another shader and ofcourse some longer render times:) beer next week per? /s On Fri, Feb 15, 2013 at 12:15 PM, Per Bergstén per.bergs...@gmail.comwrote: Anisotropic uv set to *none* in the arch shader? Can cause weird reflections sometimes. per 2013/2/15 Stephan Hempel elh...@gmail.com It seems like the infamous burned highlights problem which occurs when you are lighting with IBL and normal lights. When you are using the already mentioned Advanced MIA material you have to activate Clamp Maximum for HDR rendering at the bottom of the Optimization Tab and set to something reasonable like 1.2 or so. So the highlights are clamped and don't burn out. Another option is to tweak the Highlight vs Reflection Balance on the Additional Options Tab and set it to a very low value like 0.1 or less. Generally it's a good idea to deactive the specular contribution off the lights if your lighting with IBL. Cheers, Stephan. -- *Stefan Andersson | Digital Janitor* blog http://sanders3d.wordpress.com | showreelhttp://vimeo.com/sanders3d| twitter http://twitter.com/sanders3d | LinkedInhttp://www.linkedin.com/in/sanders3d| cell: +46-73-6268850 | skype:sanders3d
RE: Octane render
irradiance particles. They are close to fg with portal lights in a overall look, but when it comes to small details, they win. Especially with a lot of diffuse lighting. Btw my name is sven, not steven :) From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Massimo Galluzzo Sent: Friday, February 15, 2013 13:44 To: softimage@listproc.autodesk.com Subject: Re: Octane render Thats a nice one Steven, did you use FG or irradiance particles? From: Sven Constable mailto:sixsi_l...@imagefront.de Sent: Friday, February 15, 2013 1:09 PM To: softimage@listproc.autodesk.com Subject: RE: Octane render Since we comparing gpu to cpu renderers… let the cpu renderer use at least all cores we can throw at them :) 4 satellite nodes (8cores each) and 1 workstation 6core. mentalray 3.8 16 min per frame+ 5 min irradiance precalc. Way to go, octane! ;) http://www.imagefront.de/tmp/classroom_mentalray3_8.png Shading, lighting and tweaking took me much longer than 30 minutes but I'm on 2011. No unified sampling and I also had some crashes with satellites that seems to be fixed in newer version of mr. I guess the rendertime on just the workstation would be around 1hour. The workstation is faster than the nodes on the farm and there is also some network overhead when using satellite rendering but anyway, rendertimes aren't bad. I always liked mental ray. cheers, sven
Re: Octane render
Mostly to avoid cores idling, with large tile sizes you could really be wasting time, especially for something that only occupies a small part of the image, or a really detailed patch that's left to last running on a single core after everything else is finished. But it's part of my optimization routine, so occasionally I increase the size. Never heard of the extra sampling issue, can't imagine it would over-shadow the 1:8 ratio of cores rendering simultaneously though, unless it's a scene with extremely even detail level. On Fri, Feb 15, 2013 at 1:33 PM, Ed Manning etmth...@gmail.com wrote: On Fri, Feb 15, 2013 at 6:45 AM, Arvid Björn arvidbj...@gmail.com wrote: Sure, use unified sampling, min 1, max 100, quality 2 (in this case), enable FG (default settings in this case), 16px tilesize, spiral pattern. Use Architectural material on everything, set all samples everywhere to 1. Enable AO in Architectural, set AO shadow color to black. Hi Arvid -- Why tile size 16? I ask because I often use this setting (all the time for previews, often for renders) in order to minimize the amount of idle proc time while the last couple buckets finish, but have been told lately that it's actually a time-waster since the renderer has to resample all the bucket edges. I'm not sure which helps/hurts more, although I guess maybe there'd be a way to figure out a rule of thumb based on bucket time vs. number of cores...
Re: Difference between a force and a velocity ?
Please, just let me have a little bit of peril! Sent from my iPhone On Feb 14, 2013, at 6:53 PM, Eric Lampi ericla...@gmail.com wrote: Albatross! On Thu, Feb 14, 2013 at 7:32 PM, Ed Manning etmth...@gmail.com wrote: NI! NI! NI! NINININ On Thu, Feb 14, 2013 at 7:17 PM, Simon Anderson simonbenandersonl...@gmail.com wrote: Bring me a shrubbery On Fri, Feb 15, 2013 at 10:32 AM, Andy Moorer andymoo...@gmail.com wrote: African or European? Hey, Alan started the Monty python references, that made the question mandatory. On Feb 14, 2013, at 6:24 PM, Ed Manning etmth...@gmail.com wrote: laden or un-laden? On Thu, Feb 14, 2013 at 5:55 PM, Ahmidou Lyazidi ahmidou@gmail.com wrote: Schrödinger parrots ? Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videos 2013/2/15 Eric Thivierge ethivie...@gmail.com: Is the parrot sitting on a leopard? Eric Thivierge http://www.ethivierge.com On Thu, Feb 14, 2013 at 5:25 PM, Raffaele Fragapane raffsxsil...@googlemail.com wrote: Is it in a forest? And is anybody watching? On Fri, Feb 15, 2013 at 9:22 AM, Alan Fregtman alan.fregt...@gmail.com wrote: If a parrot's velocity is [0,0,0], is it dead? :p On Thu, Feb 14, 2013 at 4:49 PM, Andy Moorer andymoo...@gmail.com wrote: This is one of the most intelligently absurd threads I've ever followed. :) -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are! -- --- Simon Ben Anderson blog: http://vinyldevelopment.wordpress.com/ -- Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work
Re: Mia architectural highlights, bug?
Hey Stefan, which kind of highlight problems? Noise? Triangles? Weird shape? Got a pic perhaps? =) On Fri, Feb 15, 2013 at 8:30 AM, Stefan Andersson sander...@gmail.comwrote: So it's been years since I had to use mental ray in production... Now two weeks into the production we are seeing a lot of highlight artifacts in the renders, which doesn't appear if you use some other shader than Mia. A quick google search and it seems that other have this problem too. So, any mental ray ninja tips for someone that is about to throw the computer out of the window? Regards Stefan
Re: Mia architectural highlights, bug?
Hehe..open the window first? I usually just turn it off and replace the specular highlight with Holger's baSpecular shader. Just turn off diffuse in that shader and you have two specular layers to work with. Just plug it into the additional color on the Architectural shader. This gives nice specular control without the Architectural weirdness. Cheers - Len On 2/15/2013 12:30 AM, Stefan Andersson wrote: So it's been years since I had to use mental ray in production... Now two weeks into the production we are seeing a lot of highlight artifacts in the renders, which doesn't appear if you use some other shader than Mia. A quick google search and it seems that other have this problem too. So, any mental ray ninja tips for someone that is about to throw the computer out of the window? Regards Stefan -- _ Len Krenzler - Creative Control Media Productions Phone: 780.463.3126 www.creativecontrol.ca - l...@creativecontrol.ca
Re: Octane render
Try MR with this advanced MIA Material. Haven't tried yet, but it says it speeds things up and the behavior is better. http://felixgeremus.com/?p=108 2013/2/15 Arvid Björn arvidbj...@gmail.com Mostly to avoid cores idling, with large tile sizes you could really be wasting time, especially for something that only occupies a small part of the image, or a really detailed patch that's left to last running on a single core after everything else is finished. But it's part of my optimization routine, so occasionally I increase the size. Never heard of the extra sampling issue, can't imagine it would over-shadow the 1:8 ratio of cores rendering simultaneously though, unless it's a scene with extremely even detail level. On Fri, Feb 15, 2013 at 1:33 PM, Ed Manning etmth...@gmail.com wrote: On Fri, Feb 15, 2013 at 6:45 AM, Arvid Björn arvidbj...@gmail.comwrote: Sure, use unified sampling, min 1, max 100, quality 2 (in this case), enable FG (default settings in this case), 16px tilesize, spiral pattern. Use Architectural material on everything, set all samples everywhere to 1. Enable AO in Architectural, set AO shadow color to black. Hi Arvid -- Why tile size 16? I ask because I often use this setting (all the time for previews, often for renders) in order to minimize the amount of idle proc time while the last couple buckets finish, but have been told lately that it's actually a time-waster since the renderer has to resample all the bucket edges. I'm not sure which helps/hurts more, although I guess maybe there'd be a way to figure out a rule of thumb based on bucket time vs. number of cores... --
Re: AGF: Spectacular meteorite falls through the skies in Russia
indeed: http://say26.com/meteorite-in-russia-all-videos-in-one-place Steffen Dünner steffen.duen...@gmail.com hat am 15. Februar 2013 um 16:15 geschrieben: Awesome! On a side note: Every car in Russia seems to have a built-in videocamera that's always recording! ;) 2013/2/15 Alan Fregtman alan.fregt...@gmail.com mailto:alan.fregt...@gmail.com Holy space rocks, Batman!https://www.youtube.com/watch?v=90Omh7_I8vI There are many other videos and news reports about it, including:http://www.youtube.com/watch?v=ahxQS_3CnuIhttp://www.youtube.com/watch?v=TSkQVZEl-IQ Now THAT's what I call armageddon reference! :o (I know this isn't XSI related, but it's way too cool not to post.)
Friday Flashback #107
Friday Flashback #107 #Softimage SIsyphusian screenshot http://wp.me/powV4-2yR
Re: Octane render
These are LCD tellys, not blackboards. They don't use blackboards in schools anymore. On 14 February 2013 15:03, Ed Manning etmth...@gmail.com wrote: Will someone PLEASE put some edgeloops or hard edges on those blackboards so they don't shade like domes? ;-) On Thu, Feb 14, 2013 at 7:28 AM, Toonafish ron...@toonafish.nl wrote: This time I let the classroom bake for 45 minutes, still a tiny bit of noise in the unsharp dark areas because of the DOF. But I don't mind. https://dl.dropbox.com/u/**4271217/octane_classroom_** pathtracing-16bounces-45min.**pnghttps://dl.dropbox.com/u/4271217/octane_classroom_pathtracing-16bounces-45min.png So..where's all them 5 minute high quality Prman and MentalRay renders. I suppose you guys are still fiddling with knobs and sliders ;-) - Ronald -- -- Michal http://uk.linkedin.com/in/mdoniec
Re: AGF: Spectacular meteorite falls through the skies in Russia
That's the *speed*, Rob, not the velocity. ;) On Fri, Feb 15, 2013 at 11:22 AM, Rob Chapman tekano@gmail.com wrote: hahaha 8km per second in the air, 0 km per second on the ground :) On 15 February 2013 16:00, Paul Doyle technove...@gmail.com wrote: What was its velocity? ;) On 15 February 2013 10:26, Thomas Volkmann li...@thomasvolkmann.comwrote: ** indeed: http://say26.com/meteorite-in-russia-all-videos-in-one-place Steffen Dünner steffen.duen...@gmail.com hat am 15. Februar 2013 um 16:15 geschrieben: Awesome! On a side note: *Every car* in Russia seems to have a built-in videocamera that's *always* recording! ;) 2013/2/15 Alan Fregtman alan.fregt...@gmail.com *Holy space rocks, Batman!* https://www.youtube.com/watch?v=90Omh7_I8vI There are many other videos and news reports about it, including: http://www.youtube.com/watch?v=ahxQS_3CnuI http://www.youtube.com/watch?v=TSkQVZEl-IQ Now THAT's what I call armageddon reference! :o (I know this isn't XSI related, but it's way too cool not to post.)
Re: AGF: Spectacular meteorite falls through the skies in Russia
Ha ha ha, you're killing me Alan ;) On 15/02/2013 2:12 PM, Alan Fregtman wrote: That's the speed, Rob, not the velocity. ;) On Fri, Feb 15, 2013 at 11:22 AM, Rob Chapman tekano@gmail.com wrote: hahaha 8km per second in the air, 0 km per second on the ground :) On 15 February 2013 16:00, Paul Doyle technove...@gmail.com wrote: What was its velocity? ;) On 15 February 2013 10:26, Thomas Volkmann li...@thomasvolkmann.com wrote: indeed: http://say26.com/meteorite-in-russia-all-videos-in-one-place Steffen Dnner steffen.duen...@gmail.com hat am 15. Februar 2013 um 16:15 geschrieben: Awesome! On a side note: Every carin Russia seems to have a built-in videocamera that's always recording! ;) 2013/2/15 Alan Fregtman alan.fregt...@gmail.com Holy space rocks, Batman! https://www.youtube.com/watch?v=90Omh7_I8vI There are many other videos and news reports about it, including: http://www.youtube.com/watch?v=ahxQS_3CnuI http://www.youtube.com/watch?v=TSkQVZEl-IQ Now THAT's what I call armageddon reference! :o (I know this isn't XSI related, but it's way too cool not to post.) No virus found in this message. Checked by AVG - www.avg.com Version: 2012.0.2238 / Virus Database: 2639/5605 - Release Date: 02/15/13
Re: CrowdFX - can't set self.materials on actor copies mesh
thanks guys! I rebuilt the scene and started incremental saving too...Really hard scenario to work on, I hope this will get fixed soon. Another question: it seems really easy, but I can't get the ActorCopies ICE materials array via script. I feel it should be a singleton(which it is), 1D Array. This js code: oActorCopies.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials).DataArray.toArray() returns: This ICEAttribute doesn't refer to a 1D array: Attribute: Materials and oActorCopies.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials).* DataArray2D*.toArray() returns ERROR : Type mismatch any clues ?
Re: CrowdFX - can't set self.materials on actor copies mesh
Hi It is a string. // Using one of the CrowdFX sample scenes: SelectObj(Pedestrian_Mesh.Actor_Copies, null, null); o = Selection(0) //o.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials).DataArray.toArray() // WARNING : 3391 - This ICEAttribute doesn't refer to a 1D array: Attribute: Materials a = o.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials) LogMessage( a.DataType ) // INFO : 131072 http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/si_om/siICENodeDataType.html On 15/02/2013 3:08 PM, Fabricio Chamon wrote: thanks guys! I rebuilt the scene and started incremental saving too...Really hard scenario to work on, I hope this will get fixed soon. Another question: it seems really easy, but I can't get the ActorCopies ICE materials array via script. I feel it should be a singleton(which it is), 1D Array. This js code: oActorCopies.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials).DataArray.toArray() returns: This ICEAttribute doesn't refer to a 1D array: Attribute: Materials and oActorCopies.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials).*DataArray2D*.toArray() returns ERROR : Type mismatch any clues ?
Re: Returning a map from a C++ command?
Thanks for the pointers Matt! We're looking into it now. -- Best regards, Ben Houston Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom http://Exocortex.com - Passionate CG Software Professionals.
Re: CrowdFX - can't set self.materials on actor copies mesh
...but how to access the string array (values) of this attribute? 2013/2/15 Stephen Blair stephenrbl...@gmail.com Hi It is a string. // Using one of the CrowdFX sample scenes: SelectObj(Pedestrian_Mesh.Actor_Copies, null, null); o = Selection(0) //o.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials).DataArray.toArray() // WARNING : 3391 - This ICEAttribute doesn't refer to a 1D array: Attribute: Materials a = o.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials) LogMessage( a.DataType ) // INFO : 131072 http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/si_om/siICENodeDataType.html On 15/02/2013 3:08 PM, Fabricio Chamon wrote: thanks guys! I rebuilt the scene and started incremental saving too...Really hard scenario to work on, I hope this will get fixed soon. Another question: it seems really easy, but I can't get the ActorCopies ICE materials array via script. I feel it should be a singleton(which it is), 1D Array. This js code: oActorCopies.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials).DataArray.toArray() returns: This ICEAttribute doesn't refer to a 1D array: Attribute: Materials and oActorCopies.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials). *DataArray2D*.toArray() returns ERROR : Type mismatch any clues ?
Re: CrowdFX - can't set self.materials on actor copies mesh
Here's the Python way: Application.SelectObj(Pedestrian_Mesh.Actor_Copies, None, None); o = Application.Selection(0) a = o.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials) print len(a.DataArray2D) print len(a.DataArray2D[0] ) print a.DataArray2D[0][0] for s in a.DataArray2D[0][0]: print s # 1 # 1 # (u'', u'Sources.Materials.PedestrianLib.Shoes', u'Sources.Materials.PedestrianLib.Hair', u'Sources.Materials.PedestrianLib.Legs', u'Sources.Materials.PedestrianLib.Skin', u'Sources.Materials.PedestrianLib.Shirt') # Sources.Materials.PedestrianLib.Shoes # Sources.Materials.PedestrianLib.Hair # Sources.Materials.PedestrianLib.Legs # Sources.Materials.PedestrianLib.Skin # Sources.Materials.PedestrianLib.Shirt On 15/02/2013 3:48 PM, Fabricio Chamon wrote: ...but how to access the string array (values) of this attribute? 2013/2/15 Stephen Blair stephenrbl...@gmail.com mailto:stephenrbl...@gmail.com Hi It is a string. // Using one of the CrowdFX sample scenes: SelectObj(Pedestrian_Mesh.Actor_Copies, null, null); o = Selection(0) //o.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials).DataArray.toArray() // WARNING : 3391 - This ICEAttribute doesn't refer to a 1D array: Attribute: Materials a = o.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials) LogMessage( a.DataType ) // INFO : 131072 http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/si_om/siICENodeDataType.html On 15/02/2013 3:08 PM, Fabricio Chamon wrote: thanks guys! I rebuilt the scene and started incremental saving too...Really hard scenario to work on, I hope this will get fixed soon. Another question: it seems really easy, but I can't get the ActorCopies ICE materials array via script. I feel it should be a singleton(which it is), 1D Array. This js code: oActorCopies.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials).DataArray.toArray() returns: This ICEAttribute doesn't refer to a 1D array: Attribute: Materials and oActorCopies.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials).*DataArray2D*.toArray() returns ERROR : Type mismatch any clues ?
Re: CrowdFX - can't set self.materials on actor copies mesh
o = Selection(0) a = o.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials) x = new VBArray( a.DataArray2D ).toArray() y = new VBArray( x[0] ).toArray() for ( var i = 0; i y.length; i++ ) { LogMessage( y[i] ) } On 15/02/2013 4:16 PM, Stephen Blair wrote: Here's the Python way: Application.SelectObj(Pedestrian_Mesh.Actor_Copies, None, None); o = Application.Selection(0) a = o.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials) print len(a.DataArray2D) print len(a.DataArray2D[0] ) print a.DataArray2D[0][0] for s in a.DataArray2D[0][0]: print s # 1 # 1 # (u'', u'Sources.Materials.PedestrianLib.Shoes', u'Sources.Materials.PedestrianLib.Hair', u'Sources.Materials.PedestrianLib.Legs', u'Sources.Materials.PedestrianLib.Skin', u'Sources.Materials.PedestrianLib.Shirt') # Sources.Materials.PedestrianLib.Shoes # Sources.Materials.PedestrianLib.Hair # Sources.Materials.PedestrianLib.Legs # Sources.Materials.PedestrianLib.Skin # Sources.Materials.PedestrianLib.Shirt On 15/02/2013 3:48 PM, Fabricio Chamon wrote: ...but how to access the string array (values) of this attribute? 2013/2/15 Stephen Blair stephenrbl...@gmail.com mailto:stephenrbl...@gmail.com Hi It is a string. // Using one of the CrowdFX sample scenes: SelectObj(Pedestrian_Mesh.Actor_Copies, null, null); o = Selection(0) //o.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials).DataArray.toArray() // WARNING : 3391 - This ICEAttribute doesn't refer to a 1D array: Attribute: Materials a = o.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials) LogMessage( a.DataType ) // INFO : 131072 http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/si_om/siICENodeDataType.html On 15/02/2013 3:08 PM, Fabricio Chamon wrote: thanks guys! I rebuilt the scene and started incremental saving too...Really hard scenario to work on, I hope this will get fixed soon. Another question: it seems really easy, but I can't get the ActorCopies ICE materials array via script. I feel it should be a singleton(which it is), 1D Array. This js code: oActorCopies.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials).DataArray.toArray() returns: This ICEAttribute doesn't refer to a 1D array: Attribute: Materials and oActorCopies.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials).*DataArray2D*.toArray() returns ERROR : Type mismatch any clues ?
Re: CrowdFX - can't set self.materials on actor copies mesh
brilliant!! thanks Stephen! 2013/2/15 Stephen Blair stephenrbl...@gmail.com o = Selection(0) a = o.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials) x = new VBArray( a.DataArray2D ).toArray() y = new VBArray( x[0] ).toArray() for ( var i = 0; i y.length; i++ ) { LogMessage( y[i] ) } On 15/02/2013 4:16 PM, Stephen Blair wrote: Here's the Python way: Application.SelectObj(Pedestrian_Mesh.Actor_Copies, None, None); o = Application.Selection(0) a = o.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials) print len(a.DataArray2D) print len(a.DataArray2D[0] ) print a.DataArray2D[0][0] for s in a.DataArray2D[0][0]: print s # 1 # 1 # (u'', u'Sources.Materials.PedestrianLib.Shoes', u'Sources.Materials.PedestrianLib.Hair', u'Sources.Materials.PedestrianLib.Legs', u'Sources.Materials.PedestrianLib.Skin', u'Sources.Materials.PedestrianLib.Shirt') # Sources.Materials.PedestrianLib.Shoes # Sources.Materials.PedestrianLib.Hair # Sources.Materials.PedestrianLib.Legs # Sources.Materials.PedestrianLib.Skin # Sources.Materials.PedestrianLib.Shirt On 15/02/2013 3:48 PM, Fabricio Chamon wrote: ...but how to access the string array (values) of this attribute? 2013/2/15 Stephen Blair stephenrbl...@gmail.com Hi It is a string. // Using one of the CrowdFX sample scenes: SelectObj(Pedestrian_Mesh.Actor_Copies, null, null); o = Selection(0) //o.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials).DataArray.toArray() // WARNING : 3391 - This ICEAttribute doesn't refer to a 1D array: Attribute: Materials a = o.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials) LogMessage( a.DataType ) // INFO : 131072 http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/si_om/siICENodeDataType.html On 15/02/2013 3:08 PM, Fabricio Chamon wrote: thanks guys! I rebuilt the scene and started incremental saving too...Really hard scenario to work on, I hope this will get fixed soon. Another question: it seems really easy, but I can't get the ActorCopies ICE materials array via script. I feel it should be a singleton(which it is), 1D Array. This js code: oActorCopies.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials).DataArray.toArray() returns: This ICEAttribute doesn't refer to a 1D array: Attribute: Materials and oActorCopies.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials). *DataArray2D*.toArray() returns ERROR : Type mismatch any clues ?